yupplemayham/YuppleMayham/src/gameplay/ai.cpp

81 lines
No EOL
2.1 KiB
C++

#include "gameplay/ai.h"
#include "gameplay/gameactor.h"
#include "utility/raycaster.h"
#include "utility/script.h"
#include <tracy/Tracy.hpp>
AI::AI(const std::shared_ptr<GameActor>& actor, const std::shared_ptr<Raycaster>& raycaster)
: actor(actor), raycaster(raycaster), state(AIState::Idle),
lastGCTime(std::chrono::high_resolution_clock::now()), GCTimeout(3)
{}
void AI::attachBehaviourScript(const std::shared_ptr<AIScript>& behaviour)
{
// passing out instance of raycaster and this AI into our scripting api
// pay special attention each ai script has control of only their own instance of ai!
this->behaviour = behaviour;
this->behaviour->lua["raycaster"] = raycaster;
this->behaviour->lua["ai"] = shared_from_this();
if (this->behaviour->lua["idle"].valid())
idleFunc = this->behaviour->lua["idle"];
if (this->behaviour->lua["patrol"].valid())
patrolFunc = this->behaviour->lua["patrol"];
if (this->behaviour->lua["alert"].valid())
alertFunc = this->behaviour->lua["alert"];
}
void AI::update()
{
try {
switch (state)
{
case AIState::Idle:
if (idleFunc.valid())
{
auto result = idleFunc(actor, target);
if (!result.valid())
{
sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl;
}
}
break;
case AIState::Patrol:
if (patrolFunc.valid())
{
auto result = patrolFunc(actor, target);
if (!result.valid())
{
sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl;
}
}
break;
case AIState::Alert:
if (alertFunc.valid())
{
auto result = alertFunc(actor, target);
if (!result.valid())
{
sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl;
}
}
break;
}
std::chrono::high_resolution_clock::time_point curTime = std::chrono::high_resolution_clock::now();
if (curTime - lastGCTime >= GCTimeout)
{
behaviour->lua.collect_gc();
lastGCTime = curTime;
}
}
catch (const std::exception& e) {
std::cerr << "Error during AI update: " << e.what() << std::endl;
state = AIState::Idle;
}
}